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4 texture utilities I'm developing/using right inside of my Unity for Games project ✅ Blur Filter ✅ Channel Packer ✅ Gradient to Texture ✅ SDF Baker UI Toolkit + compute shaders ❤️

17,046 views • 3 years ago •via X (Twitter)

10 Comments

thomas 🏔️ vandenberg's profile picture
thomas 🏔️ vandenberg2 years ago

@unitygames woah this is amazing actually! Will this re-bake automatically if the source textures change?

Alex Ameye's profile picture
Alex Ameye2 years ago

@unitygames I had the SDF baker as an AssetPostprocessor so changing the source texture would indeed trigger an SDF-generation. Also per-channel

Andy Touch (Same on 🟦⛅)'s profile picture
Andy Touch (Same on 🟦⛅)2 years ago

@unitygames Which Graph API are you using? :)

Alex Ameye's profile picture
Alex Ameye2 years ago

@unitygames Just checked (last commit is almost 2 years ago at this point), I use UnityEditor.Experimental.GraphView and UnityEngine.UIElements

rikoo's profile picture
rikoo3 years ago

@unitygames Wow that's so amazing ! There is even a shader to texture 😯

BruceSlater's profile picture
BruceSlater3 years ago

@unitygames This is so good, how does one test this tool 👀

Alex Ameye's profile picture
Alex Ameye3 years ago

@unitygames Might release this in the future :) Which one seems the most useful?

Ciro Continisio's profile picture
Ciro Continisio3 years ago

@unitygames Super cool! Gradient to texture is nice, but my immediate thought is: to make one I might as well go to PS or another app. Having it in Unity would be great to be able to continuously tweak it.

Lexie Dostal's profile picture
Lexie Dostal3 years ago

@thisistehks @unitygames might be the way the data is visually represented but the SDF baker looks more like a distance baker, Gradient should also be going into the interior for it to be signed. Assuming a 0-1 output, 0.5 being 0 distance to edge.

Alex Ameye's profile picture
Alex Ameye3 years ago

@thisistehks @unitygames Yeah it's just how it is visualized here, it does generate the signed version but I then do a post-processing step to set the negative values to 1.0 because I need that for my use case 😄

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